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  • Boot ubuntu 12.04 in 3D - nomodeset quiet splash install

    - by rahi
    I would like to enable 3D in Ubuntu 12.04. I recently tried to install ubuntu on a new computer. When the installation was complete and I rebooted the machine, I could only see a blank screen. After some searching, I followed this tutorial which instructed me to boot with "nomodeset" enabled. I choose this on the USB I was installing ubuntu 12.04 from. Fortunately, the ubuntu installation on the new computer was successful. When I tried to change the size of the unity launcher icons, I did not see that option (as I see on my other computer running ubuntu 12.04). I tried installing MyUnity and it told me that the computer I had just installed 12.04 to was running in 2D. To my knowledge. all the software is up to date (as I ran the Software Updater). In addition, when I look for Additional Drivers, I see a message that says "No proprietary drivers are in use on this system". When I look under System Details Graphics, I see the Driver as "VESA:Intel Sandybridge/Ivybridge Graphics. When I hold the shift key on when my machine boots up, and type "e" on the Grub menu, I see the following towards the end, "nomodeset quiet splash $vt_handoff". Does this have anything to do with the plain 2D ubuntu 12.04 experience? Again, what I'd like to do now is get the 3D experience on my new machine running 12.04. Please let me know if you need more information.

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  • Decreasing the Height of the PinkMatter Flamingo Ribbon Bar

    - by Geertjan
    The one and only thing prohibiting wide adoption of PinkMatter's amazing Flamingo ribbon bar integration for NetBeans Platform applications (watch the YouTube movie here and follow the tutorial here) is... the amount of real estate taken up by the height of the taskpane: I was Skyping with Bruce Schubert about this and he suggested that a first step might me to remove the application menu. OK, once that had been done there was still a lot of height: But then I configured a bit further and now have this, which is pretty squishy but at least shows there are possibilities: How to get to the above point? Get the PinkMatter Flamingo ribbon bar from java.net (http://java.net/projects/nbribbonbar), which is now the official place where it is found, and then look in the "Flaming Integration" module. There you'll find com.pinkmatter.modules.flamingo.LayerRibbonComponentProvider. Do the following: Comment out "addAppMenu(ribbon);" in "createRibbon()". That's the end of the application menu. Change the "addTaskPanes(JRibbon ribbon)" method from this... private void addTaskPanes(JRibbon ribbon) { RibbonComponentFactory factory = new RibbonComponentFactory(); for (ActionItem item : ActionItems.forPath("Ribbon/TaskPanes")) {// NOI18N ribbon.addTask(factory.createRibbonTask(item)); } } ...to the following: private void addTaskPanes(JRibbon ribbon) { RibbonComponentFactory factory = new RibbonComponentFactory(); for (ActionItem item : ActionItems.forPath("Ribbon/TaskPanes")) { // NOI18N RibbonTask rt = factory.createRibbonTask(item); List<AbstractRibbonBand<?>> bands = rt.getBands(); for (AbstractRibbonBand arb : bands) { arb.setPreferredSize(new Dimension(40,60)); } ribbon.addTask(rt); } } Hurray, you're done. Not a very great result yet, but at least you've made a start in decreasing the height of the PinkMatter Flamingo ribbon bar. If anyone gets further with this, I'd be very happy to hear about it!

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • How do I create a camera?

    - by Morphex
    I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions and matrices, but I do not understand how to implement it. Particularly, it seems you need "Up", "Forward" and "Right" vectors, a Quaternion for rotations, and View and Projection matrices. For example, an FPS camera only rotates around the World Y and the Right Axis of the camera; the 6DoF rotates always around its own axis, and the orbital is just translating for a set distance and making it look always at a fixed target point. The concepts are there; implementing this is not trivial for me. SharpDX seems to have has already Matrices and Quaternions implemented, but I don't know how to use them to create a camera. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.

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  • The Complete List of iPad Tips, Tricks, and Tutorials

    - by The Geek
    The Apple iPad is an amazing tablet, and to help you get the most out of it, we’ve put together a comprehensive list of every tip, trick, and tutorial for you. Read on for more. Note: This article was originally published earlier this year, but we’ve updated it with a real lot more content since then, so we’re republishing it for you. We’ll be keeping this page updated as we find more great articles, so you should bookmark this page for future reference Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor The Brothers Mario – Epic Gangland Style Mario Brothers Movie Trailer [Video] Score Awesome Games on the Cheap with the Humble Indie Bundle Add a Colorful Christmas Theme to Your Windows 7 Desktop This Windows Hack Changes the Blue Screen of Death to Red Edit Images Quickly in Firefox with Pixlr Grabber Zoho Writer, Sheet, and Show Now Available in Chrome Web Store

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  • create a .deb Package from scripts or binaries

    - by tdeutsch
    I searched for a simple way to create .deb Packages for things which have no source code to compile (configs, shellscripts, proprietary software). This was quite a problem because most of the package tutorials are assuming you have a source tarball you want to compile. Then I've found this short tutorial (german). Afterwards, I created a small script to create a simple repository. Like this: rm /export/my-repository/repository/* cd /home/tdeutsch/deb-pkg for i in $(ls | grep my); do dpkg -b ./$i /export/my-repository/repository/$i.deb; done cd /export/avanon-repository/repository gpg --armor --export "My Package Signing Key" > PublicKey apt-ftparchive packages ./ | gzip > Packages.gz apt-ftparchive packages ./ > Packages apt-ftparchive release ./ > /tmp/Release.tmp; mv /tmp/Release.tmp Release gpg --output Release.gpg -ba Release I added the key to the apt keyring and included the source like this: deb http://my.default.com/my-repository/ ./ It looks like the repo itself is working well (I ran into some problems, to fix them I needed to add the Packages twice and make the temp-file workaround for the Release file). I also put some downloaded .deb into the repo, it looks like they are also working without problems. But my self created packages didn't... Wenn i do sudo apt-get update, they are causing errors like this: E: Problem parsing dependency Depends E: Error occurred while processing my-printerconf (NewVersion2) E: Problem with MergeList /var/lib/apt/lists/my.default.com_my-repository_._Packages E: The package lists or status file could not be parsed or opened. Has anyone an idea what I did wrong?

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • How to really master ASP.NET MVC?

    - by user1620696
    Some years ago I've worked with web development just using PHP without focus on object orientation and so on. When I knew a little bit about it, and the benefits it brings, I've started moving to ASP.NET MVC. First, I've studied C# in the book Visual C# Step by Step. I've found it a good book for a beginner, and I could learn a lot of this new language with it. Now, when I've came to study ASP.NET MVC, I hadn't so much luck. I've studied on some books that explained MVC well and so on, but then started just saying: "do that, and now that, and then that", and I feel I couldn't really master ASP.NET MVC. I feel this, because when I was reading, I knew how to do the things the book taught, like implementing DI with Ninject and so on, but some time later, without looking at it for some time, I couldn't do it by myself. What I'm trying to say, is that usually I don't know where to start, how to do things in this framework and so on. How can I really master ASP.NET MVC? There is some book, some tutorial series, anything, that can really help with that? I'm pretty happy with the .NET framework, my problem isn't it, my only problem is working with the MVC framework, and applying the techniques from object orientation there. I don't know if this question is on-topic here, but I'm really just looking for some good references, to become better with this framework.

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  • Linking Libraries in iOS?

    - by Bob Dole
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • Does anybody know of any resources to achieve this particular "2.5D" isometric engine effect?

    - by Craig Whitley
    I understand this is a little vague, but I was hoping somebody might be able to describe a high-level workflow or link to a resource to be able to achieve a specific isometric "2.5D" tile engine effect. I fell in love with http://www.youtube.com/watch?v=-Q6ISVaM5Ww this engine. Especially with the lighting and the shaders! He has a brief description of how he achieved what he did, but I could really use a brief flow of where you would start, what you would read up on and learn and the logical order to implement these things. A few specific questions: 1) Is there a heightmap on the ground texture that lets the light reflect brighter on certain parts of it? 2) "..using a special material which calculates the world-space normal vectors of every pixel.." - is this some "magic" special material he has created himself, or can you hazard a guess at what he means? 3) with relation to the above quote - what does he mean by 'world-space normal vectors of every pixel'? 4) I'm guessing I'm being a little bit optimistic when I ask if there's any 'all-in-one' tutorial out there? :)

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  • How do references work in R?

    - by djechlin
    I'm finding R confusing because it has such a different notion of reference than I am used to in languages like C, Java, Javascript... Ruby, Python, C++, well, pretty much any language I have ever programmed in ever. So one thing I've noticed is variable names are not irrelevant when passing them to something else. The reference can be part of the data. e.g. per this tutorial a <- factor(c("A","A","B","A","B","B","C","A","C")) results <- table(a) Leads to $a showing up as an attribute as $dimnames$a. We've also witnessed that calling a function like a <- foo(alpha=1, beta=2) can create attributes in a of names alpha and beta, or it can assign or otherwise compute on 1 and 2 to properties already existing. (Not that there's a computer science distinction here - it just doesn't really happen in something like Javascript, unless you want to emulate it by passing in the object and use key=value there.) Functions like names(...) return lvalues that will affect the input of them. And the one that most got me is this. x <- c(3, 5, 1, 10, 12, 6) y = x[x <= 5] x[y] <- 0 is different from x <- c(3, 5, 1, 10, 12, 6) x[x <= 5] <- 0 Color me confused. Is there a consistent theory for what's going on here?

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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  • How can I design good continuous (seamless) tiles?

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile," like in this image: (I took this from another GDSE question, sorry; not be critical of the game, but it proves my point. And actually has better tile design that what I manage, anyway.) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (My terminology might be totally wrong, don't hesitate to correct me.)

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  • emacs keybindings

    - by Max
    I read a lot about vim and emacs and how they make you much more productive, but I didn't know which one to pick. Finally when I decided to teach myself common lisp, the decision was straight forward: everybody says that there's no better editor for common lisp, than emacs + slime. So I started with emacs tutorial and immediately I ran into something that seems very unproductive to me. I'm talking about key bindings for cursor keys: forward/backward: Ctrl+f, Ctrl+b up/down: Ctrl+p, Ctrl+n I find these bindings very strange. I assume that fingers should be on their home rows (am I wrong here?), so to move cursor forward or backward I should use my left index finger and for up and down right pinky and right index fingers. When working with any of Windows IDEs and text editors to navigate text I usually place my right hand in a position so that my thumb is on the right ctrl and my index, ring and middle fingers are on the cursor keys. From this position it is very easy and comfortable to move cursor: I can do one-character moves with my 3 right fingers, or I can press ctrl with my right thumb and do word-moves instead. Also I can press shift with my left pinky and do single-character or word selections. Also it is a very comfortable position to reach PgUp, PgDn, Home, End, Delete and Backspace keys with my right hand. So I have even more navigation and selection possibilities. I understand that the decision not to use cursor keys is to allow one to use emacs to connect to remote terminal sessions, where these keys are not supported, but I still find the choice of cursor keys very unfortunate. Why not to use j, k, i, l instead? This way I could use my right hand without much finger stretching. So how is emacs more productive? What am I doing wrong?

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  • "Oracle Coherence 3.5" Book - My Humble Review

    - by [email protected]
      After reviewing the book in more detail I say again that it is a great guide for sure. Lots of important concepts that sometimes can be somewhat confusing are deeply reviewed, including all types of caching schemes and backing maps, and the cache topologies with their corresponding performances and very useful "When to use it?" sections. Some functionalities that are very desirable or used a lot are reviewed with examples and best practices of implementation, including: Data affinity Querying Pagination Indexes Aggregations Event processing, listening and triggering Data persistence Security Regarding the networking and architecture topics, Coherence*Extend is exhaustively reviewed, including C++ and .NET clients, with very good tips and examples, even including source codes. Personally, I am also glad to see that the address providers (<address-provider> tag), new feature in Coherence 3.5 which is a way to programmatically provide well-known addresses in order to connect to the cluster, is mentioned on the book, because it provides new functionalities to satisfy some special configuration requirements for example: Provide a way to switch extend nodes in cases of failure Implement custom load balancing algorithms and/or dynamic discovery of TCP/IP connection acceptors Dynamically assign TCP address and port settings when binding to a server socket Another very interesting and useful section is the "Coherent Bank Sample Application", which is a great tutorial, useful to understand how Coherence interacts with third party products establishing a clear integration with them, including the use of non-Oracle products like MS Visual Studio.  

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • PostgreSQL, Ubuntu, NetBeans IDE (Part 1)

    - by Geertjan
    While setting up PostgreSQL from scratch, with the aim to use it in NetBeans IDE, I found the following resources helpful: http://railskey.wordpress.com/2012/05/19/postgresql-installation-in-ubuntu-12-04/ http://ohdevon.wordpress.com/2011/09/17/postgresql-to-netbeans-1/ http://ohdevon.wordpress.com/2011/09/19/postgresql-to-netbeans-2/ For quite a while I had problems relating to  "/var/run/postgresql/.s.PGSQL.5432", which had something to do with "postmaster.pid", which I somehow solved via a link I can't find anymore, and which may not have been a problem to begin with. A key moment was this one, which was useful for setting the password of a new user I'd created: http://stackoverflow.com/questions/7695962/postgresql-password-authentication-failed-for-user-postgres This was useful for setting up a table in my database, which I did by pasting in the below into NetBeans after I made the connection there: http://use-the-index-luke.com/sql/example-schema/postgresql/where-clause Now I have a database set up with all permissions everywhere (which turned out to be the hard part) correct: The next step will be to create a NetBeans Platform application based on this database. I'm assuming it shouldn't be any different to what's described in the NetBeans Platform CRUD Tutorial.

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  • Shooting Print Quality Pictures with a Camera Phone [Video]

    - by Jason Fitzpatrick
    Camera phones get a lot of grief for being underpowered but in this video tutorial the crew at SLR Lounge shows how basic technique and a good eye overcome all. Last year over at the photo blog FStoppers they put together a video showing off how you could use the iPhone as a fashion camera–essentially arguing that the camera wasn’t as important as the photographer. A lot of people said “Well yeah, but you had professional models and thousands of dollars in lighting equipment!” in reaction to the video. In turn the crew at SLR Lounge decided to make their own video showing that using only an iPhone camera and two reflectors (as well as an attractive but informal model). It of course helps to have some side kicks to help hold up your reflectors but the point still stands about modern camera phones being perfectly capable of good photos. The SLR Lounge iPhone Photo Shoot – A Follow Up Tribute to The FStoppers [YouTube] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • How to Implement Project Type "Copy", "Move", "Rename", and "Delete"

    - by Geertjan
    You've followed the NetBeans Project Type Tutorial and now you'd like to let the user copy, move, rename, and delete the projects conforming to your project type. When they right-click a project, they should see the relevant menu items and those menu items should provide dialogs for user interaction, followed by event handling code to deal with the current operation. Right now, at the end of the tutorial, the "Copy" and "Delete" menu items are present but disabled, while the "Move" and "Rename" menu items are absent: The NetBeans Project API provides a built-in mechanism out of the box that you can leverage for project-level "Copy", "Move", "Rename", and "Delete" actions. All the functionality is there for you to use, while all that you need to do is a bit of enablement and configuration, which is described below. To get started, read the following from the NetBeans Project API: http://bits.netbeans.org/dev/javadoc/org-netbeans-modules-projectapi/org/netbeans/spi/project/ActionProvider.html http://bits.netbeans.org/dev/javadoc/org-netbeans-modules-projectapi/org/netbeans/spi/project/CopyOperationImplementation.html http://bits.netbeans.org/dev/javadoc/org-netbeans-modules-projectapi/org/netbeans/spi/project/MoveOrRenameOperationImplementation.html http://bits.netbeans.org/dev/javadoc/org-netbeans-modules-projectapi/org/netbeans/spi/project/DeleteOperationImplementation.html Now, let's do some work. For each of the menu items we're interested in, we need to do the following: Provide enablement and invocation handling in an ActionProvider implementation. Provide appropriate OperationImplementation classes. Add the new classes to the Project Lookup. Make the Actions visible on the Project Node. Run the application and verify the Actions work as you'd like. Here we go: Create an ActionProvider. Here you specify the Actions that should be supported, the conditions under which they should be enabled, and what should happen when they're invoked, using lots of default code that lets you reuse the functionality provided by the NetBeans Project API: class CustomerActionProvider implements ActionProvider { @Override public String[] getSupportedActions() { return new String[]{ ActionProvider.COMMAND_RENAME, ActionProvider.COMMAND_MOVE, ActionProvider.COMMAND_COPY, ActionProvider.COMMAND_DELETE }; } @Override public void invokeAction(String string, Lookup lkp) throws IllegalArgumentException { if (string.equalsIgnoreCase(ActionProvider.COMMAND_RENAME)) { DefaultProjectOperations.performDefaultRenameOperation( CustomerProject.this, ""); } if (string.equalsIgnoreCase(ActionProvider.COMMAND_MOVE)) { DefaultProjectOperations.performDefaultMoveOperation( CustomerProject.this); } if (string.equalsIgnoreCase(ActionProvider.COMMAND_COPY)) { DefaultProjectOperations.performDefaultCopyOperation( CustomerProject.this); } if (string.equalsIgnoreCase(ActionProvider.COMMAND_DELETE)) { DefaultProjectOperations.performDefaultDeleteOperation( CustomerProject.this); } } @Override public boolean isActionEnabled(String command, Lookup lookup) throws IllegalArgumentException { if ((command.equals(ActionProvider.COMMAND_RENAME))) { return true; } else if ((command.equals(ActionProvider.COMMAND_MOVE))) { return true; } else if ((command.equals(ActionProvider.COMMAND_COPY))) { return true; } else if ((command.equals(ActionProvider.COMMAND_DELETE))) { return true; } return false; } } Importantly, to round off this step, add "new CustomerActionProvider()" to the "getLookup" method of the project. If you were to run the application right now, all the Actions we're interested in would be enabled (if they are visible, as described in step 4 below) but when you invoke any of them you'd get an error message because each of the DefaultProjectOperations above looks in the Lookup of the Project for the presence of an implementation of a class for handling the operation. That's what we're going to do in the next step. Provide Implementations of Project Operations. For each of our operations, the NetBeans Project API lets you implement classes to handle the operation. The dialogs for interacting with the project are provided by the NetBeans project system, but what happens with the folders and files during the operation can be influenced via the operations. Below are the simplest possible implementations, i.e., here we assume we want nothing special to happen. Each of the below needs to be in the Lookup of the Project in order for the operation invocation to succeed. private final class CustomerProjectMoveOrRenameOperation implements MoveOrRenameOperationImplementation { @Override public List<FileObject> getMetadataFiles() { return new ArrayList<FileObject>(); } @Override public List<FileObject> getDataFiles() { return new ArrayList<FileObject>(); } @Override public void notifyRenaming() throws IOException { } @Override public void notifyRenamed(String nueName) throws IOException { } @Override public void notifyMoving() throws IOException { } @Override public void notifyMoved(Project original, File originalPath, String nueName) throws IOException { } } private final class CustomerProjectCopyOperation implements CopyOperationImplementation { @Override public List<FileObject> getMetadataFiles() { return new ArrayList<FileObject>(); } @Override public List<FileObject> getDataFiles() { return new ArrayList<FileObject>(); } @Override public void notifyCopying() throws IOException { } @Override public void notifyCopied(Project prjct, File file, String string) throws IOException { } } private final class CustomerProjectDeleteOperation implements DeleteOperationImplementation { @Override public List<FileObject> getMetadataFiles() { return new ArrayList<FileObject>(); } @Override public List<FileObject> getDataFiles() { return new ArrayList<FileObject>(); } @Override public void notifyDeleting() throws IOException { } @Override public void notifyDeleted() throws IOException { } } Also make sure to put the above methods into the Project Lookup. Check the Lookup of the Project. The "getLookup()" method of the project should now include the classes you created above, as shown in bold below: @Override public Lookup getLookup() { if (lkp == null) { lkp = Lookups.fixed(new Object[]{ this, new Info(), new CustomerProjectLogicalView(this), new CustomerCustomizerProvider(this), new CustomerActionProvider(), new CustomerProjectMoveOrRenameOperation(), new CustomerProjectCopyOperation(), new CustomerProjectDeleteOperation(), new ReportsSubprojectProvider(this), }); } return lkp; } Make Actions Visible on the Project Node. The NetBeans Project API gives you a number of CommonProjectActions, including for the actions we're dealing with. Make sure the items in bold below are in the "getActions" method of the project node: @Override public Action[] getActions(boolean arg0) { return new Action[]{ CommonProjectActions.newFileAction(), CommonProjectActions.copyProjectAction(), CommonProjectActions.moveProjectAction(), CommonProjectActions.renameProjectAction(), CommonProjectActions.deleteProjectAction(), CommonProjectActions.customizeProjectAction(), CommonProjectActions.closeProjectAction() }; } Run the Application. When you run the application, you should see this: Let's now try out the various actions: Copy. When you invoke the Copy action, you'll see the dialog below. Provide a new project name and location and then the copy action is performed when the Copy button is clicked below: The message you see above, in red, might not be relevant to your project type. When you right-click the application and choose Branding, you can find the string in the Resource Bundles tab, as shown below: However, note that the message will be shown in red, no matter what the text is, hence you can really only put something like a warning message there. If you have no text at all, it will also look odd.If the project has subprojects, the copy operation will not automatically copy the subprojects. Take a look here and here for similar more complex scenarios. Move. When you invoke the Move action, the dialog below is shown: Rename. The Rename Project dialog below is shown when you invoke the Rename action: I tried it and both the display name and the folder on disk are changed. Delete. When you invoke the Delete action, you'll see this dialog: The checkbox is not checkable, in the default scenario, and when the dialog above is confirmed, the project is simply closed, i.e., the node hierarchy is removed from the application. However, if you truly want to let the user delete the project on disk, pass the Project to the DeleteOperationImplementation and then add the children of the Project you want to delete to the getDataFiles method: private final class CustomerProjectDeleteOperation implements DeleteOperationImplementation { private final CustomerProject project; private CustomerProjectDeleteOperation(CustomerProject project) { this.project = project; } @Override public List<FileObject> getDataFiles() { List<FileObject> files = new ArrayList<FileObject>(); FileObject[] projectChildren = project.getProjectDirectory().getChildren(); for (FileObject fileObject : projectChildren) { addFile(project.getProjectDirectory(), fileObject.getNameExt(), files); } return files; } private void addFile(FileObject projectDirectory, String fileName, List<FileObject> result) { FileObject file = projectDirectory.getFileObject(fileName); if (file != null) { result.add(file); } } @Override public List<FileObject> getMetadataFiles() { return new ArrayList<FileObject>(); } @Override public void notifyDeleting() throws IOException { } @Override public void notifyDeleted() throws IOException { } } Now the user will be able to check the checkbox, causing the method above to be called in the DeleteOperationImplementation: Hope this answers some questions or at least gets the discussion started. Before asking questions about this topic, please take the steps above and only then attempt to apply them to your own scenario. Useful implementations to look at: http://kickjava.com/src/org/netbeans/modules/j2ee/clientproject/AppClientProjectOperations.java.htm https://kenai.com/projects/nbandroid/sources/mercurial/content/project/src/org/netbeans/modules/android/project/AndroidProjectOperations.java

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  • Cannot Create Bootable USB Drive from .iso file

    - by tarabyte
    I've tried formatting the flash drive as FAT as well as Mac OS journaled through diskutility but still cannot successfully create a bootable drive. I'm following the directions here exactly: http://www.ubuntu.com/download/help/create-a-usb-stick-on-mac-osx Environment: Macbook Pro trying to create a bootable flash drive for a Macbook Pro. 8GB flash drive. Tested ubuntu-12.04.1 as well as ubuntu 12.20 .iso 64-bit downloads. Nothing to repair in disk utility for this hard drive. Every time I finish step 8 of the tutorial I get "file system not recognized" with the options to "initialize" meaning to reformat my drive, "ignore" or "eject." When I try to re-inspect the flash drive in disk utility after plugging it back in I see that it has some error when I try to verify it but the "repair" button is disabled. I just want to boot to ubuntu when my mac first starts up. Oh the pain. http://lifehacker.com/5934942/how-to-dual-boot-linux-on-your-mac-and-take-back-your-powerhouse-apple-hardware "linux is free insomuch as your time is worthless" - old wise man

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  • Additional new material WebLogic Community 2013

    - by JuergenKress
    Load Balancing T3 Initial Context Retrieval for WebLogic using Oracle Traffic Director Demystifying WebLogic and Fusion Middleware Management WebLogic Server- Integrated & Optimized w/ Best of Breed Oracle Offerings to Turbo Charge your Applications Get a Bird’s-Eye View of IT Architecture: IT Strategies from Oracle IT Strategies from Oracle, a complimentary authorized library of guidelines and reference architectures, can help you put together a strong IT architecture that takes into account individual technology components as well as big-picture IT concepts and strategies. Read More. Deploying Oracle Application Development Framework Applications on Oracle Java Cloud Service and Oracle Database Cloud Service With the new Oracle Cloud environment you no longer have to maintain an Oracle WebLogic server or a database server of your own – you can instead use instances hosted on Oracle Cloud. More Oracle Application Development Framework Development with Eclipse Oracle Enterprise Pack for Eclipse now provides even more Oracle Application Development Framework tooling with each release. Check out this new tutorial on Oracle Enterprise Pack for Eclipse 12.1.1.2. Oracle WebLogic Devcast Series Join us for the March 28 Oracle WebLogic Devcast Webcast, “What to Expect from Maven on Oracle WebLogic,” featuring Pyounguk Cho, Oracle’s principal product manager. Learn what developers can expect when utilizing Apache Maven with Oracle WebLogic. Customer Webcasts: WebLogic Devcast Series – Register Leveraging Third-Party Libraries to Create and Deploy Applications to Oracle Cloud Oracle ADF: Tuning Application Module Pools and Connection Pools WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • How to control an actor movement in UDK

    - by Mikalichov
    This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It looks like following: I mainly want to manage to have one actor standing around, idling, and another walking around the area. Right now, this is done through matinee + skeletal mesh groups, and forcing a looped animation on the actors: But I realize this is super caveman-level. So I've build an AnimTree, linking the idling and directional animations to the corresponding nodes. But then, I'm stuck. I added the AnimTree in the actors properties, but nothing happens. I've tried MoveToActor, but no success - is there a thing to set to allow an actor to move? Also, I place the actors on the map manually (they are supposed to be unique), should I spawn them instead? Every tutorial I find explains how to use an AnimTree for the player character, which is not what I want. I need a way to move the actors. I tried to look for AI tutorials, but only found UT3 bots-modifications, which is not what I need either. Since I have so much trouble finding how to do this through Kismet, I'm starting to suspect this has to be done through scripting/coding, but I would like to be sure there is no way to do it through Kismet before going that route. Every bit of answer about how to tell an actor something along the lines of "go in that direction as much as you can, then when you hit a wall turn 45° and continue" would be awesome. I'll be happy to move/edit the question if there is any problem with it

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  • CodePlex Daily Summary for Wednesday, August 13, 2014

    CodePlex Daily Summary for Wednesday, August 13, 2014Popular ReleasesLozzi's SharePoint 2013 Scripts: Lozzi.Fields (without Site Col Admin): This file is the same as the primary download, however I've removed the override allowing Site Collection Administrators access regardless of groups. This applies to the disableWithAllowance and hideWithAllowance functions.bitboxx bbcontact: 01.00.00: Release Notes bitboxx bbcontact 01.00.00bbcontact 01.00.00 will work for any DNN version 6.1.0 and up. - Initial releaseAD4 Application Designer for flow based .NET applications: AD4.AppDesigner.23.27: AD4.Iteration.23.27(Advanced Rendering Features) Refacturing: RenderStepPinsCaptions simplified by extending FlowChartStepPinDecoratorExtensions RenderFlowChartPinsCaptions simplified by FlowChartFlowPinDecoratorExtensions RenderWiresCaptions simplified by FlowChartWireDecoratorExtensions Design of tutorial samples updated Next tutorial finished: ThreadAsynchronizer Pattern (Version V7) ToDo: Some tutorials are unfinished but coming soon ... Note: The gluing code of the AD4.AppDesig...OooPlayer: 1.1: Added: Support for speex, TAK and OptimFrog files Added: An option to not to load cover art Added: Smaller package size Fixed: Unable to drag&drop audio files to playlist Updated: FLAC, WacPack and Opus playback libraries Updated: ID3v1 and ID3v2 tag librariesEWSEditor: EwsEditor 1.10 Release: • Export and import of items as a full fidelity steam works - without proxy classes! - I used raw EWS POSTs. • Turned off word wrap for EWS request field in EWS POST windows. • Several windows with scrolling texts boxes were limiting content to 32k - I removed this restriction. • Split server timezone info off to separate menu item from the timezone info windows so that the timezone info window could be used without logging into a mailbox. • Lots of updates to the TimeZone window. • UserAgen...Python Tools for Visual Studio: 2.1 RC: Release notes for PTVS 2.1 RC We’re pleased to announce the release candidate for Python Tools for Visual Studio 2.1. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, editing, IntelliSense, interactive debugging, profiling, Microsoft Azure, IPython, and cross-platform debugging support. PTVS 2.1 RC is available for: Visual Studio Expre...Aspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseDaphne 2014 - application for playing Czech Draughts: Daphne 2014 verze 0.9.0.21: Daphne 2014 verze 0.9.0.21MFCBDAINF: MFCBDAINF: Added recognition of TBS, Hauppauge, DVBWorld and FireDTV proprietary GUID'sFluffy: Fluffy 0.3.35.4: Change log: Text editorSKGL - Serial Key Generating Library: SKGL Extension Methods 4 (1.0.5.1): This library contains methods for: Time change check (make sure the time has not been changed on the client computer) Key Validation (this will use http://serialkeymanager.com/ to validate keys against the database) Key Activation (this will, depending on the settings, activate a key with a specific machine code) Key Activation Trial (allows you to update a key if it is a trial key) Get Machine Code (calculates a machine code given any hash function) Get Eight Byte Hash (returns an...Touchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...Roll20 Custom Power Card Macro Generator: R20CPCMG 0.2.0.0 Public Beta: This is the beta release for version 0.2.0.0. Its still very much a work in progress, but I'd rather get this out now before another lapse in updates so we can solicit feedback from the community. The two main updates for this version is that you can now import macros and you can customize the tag buttons and group them by game system. The Import Macro function turns the raw text, like the following, into something you can easily edit inside the program. !power --name|Whirling Assault --us...Utility Database: UtilityDB.2.0: Release Notes: Version 2.0 This is the second release of the UtilityDB, it builds on top of and includes the Version 1.8 of code. This release focus on performance metrics in particular Disk I/O. The deployment scripts have been rewritten to utilize transactions to insure completeness of script execution. This project releases the source code as a SQL Server 2012 project file. The intended way to deliver the scripts to the database is through the execution of the @BuildScript.sql in the ...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialNew Projectsangle.works: Sample AngularJS projectArtezio spTree for SharePoint 2013: spTree is a jQuery plugin to display SharePoint websites and lists in a tree view. It uses jsTree plugin to display data, expand and complement its settings.DigitalProject: no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no popenelecmedicrec: its an open source emrPetriFlow: A new solution for workflow using Petri NetReflexive .Net: Stream transformation over durable and transient channelsrunner-prototype: Small game prototype for self-practicing, likely no use at all for anyone else.Spizzi PowerShell Module: This project provides different PowerShell CmdLet's combined into one module to extend the built-in PowerShell Modules.Testill: Test Web Fabricator: A highly composable web fabricwingate log parser: wingate log parser

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